The essentials
- Thief's key: in Dourbridge, Cap'n Max Meddlin gives it for 4 mini medals. It only opens the 6 locked chests, no door.
- Magic key: in a chest on the roof of Gleeba's palace, behind the big dome. It also opens 6 doors.
- Ultimate key: in the general's chest, in the Gortress. It opens everything: 52 more doors, including Dourbridge's secret shop.
Where to find them
- Thief's key: Cap'n Max Meddlin, in his tent in north-east Dourbridge, for 4 mini medals (walkthrough, chapter 8).
- Magic key: roof of Gleeba's palace, going round the back of the big dome (chapter 11).
- Ultimate key: the general's chest, on level 1 of the Gortress (chapter 14). You use it right away on the Celestrians' cells.
What each key opens
- Chests (game code): the ultimate key opens any locked chest; a type 1 lock opens with the thief's key or the magic key, a type 2 lock with the magic key only. The game's 6 locked chests all have lock 1 (table below).
- Doors: each door's scripts say which keys open it. 6 doors open with the magic key (or the ultimate one), 52 with the ultimate key only, none with the thief's key. What is behind each door: table below (chests you can only reach by opening the door, worked out on the room's floor plan).
- Translation slip: in Dourbridge, the French text of two doors says “the door seems locked from the other side” when you have the ultimate key. They open anyway: the English text says “… unlocks the door”.
Other sites
Almar's Guides lists 3 thief's key chests (there are 6), 3 magic key doors (6) and 8 ultimate key places; missing: Brigadoom, the Bad Cave, the Plumbed Depths (boss room), the Urdus Marshland, the Ondor Cliffs, the Western Wormwood region and the Observatory.
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